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Arab Camel Archers

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Arab Camel Archers info cardArab Camel Archers unit card

Class: missile · Category: cavalry · Men per unit: 32

Stats

Rank in roster
Men per unit 32 ██········ 23%
Attack 7 █········· 6%
Charge bonus 8 ███······· 31%
Defence 22 ██········ 23%
  · armour 5 ████······ 35%
  · defence skill 17 ███······· 34%
  · shield 0 █········· 0%
Morale 8 ██········ 19%
Discipline Normal
Training Untrained
Recruitment cost 1,552 dn ██········ 20%
Upkeep per turn 625 dn █████····· 48%
Turns to recruit 2

Weapons

Its secondary attack is the stronger one: 8 against 7.

Primary Secondary
Attack 7 8
Charge bonus 8 11
Type missile · archery melee · blade
Damage piercing slashing
Projectile arrow —
Range 170 —
Ammunition 25 —

Defence

Primary Secondary
Total 22 —
Armour 5 —
Defence skill 17 —
Shield 0 —

Condition and terrain

Hit points 1
Mount camel
Ground: scrub / sand / forest / snow -1 / 5 / -4 / 4
Charge distance 40
Formations Square
Technical stats
Time between blows (primary / secondary) 2.5 s / 2.5 s
Extra fatigue in hot climates -2
Spacing between men: close / loose 2.2 × 5.2 m / 3.96 × 7.28 m
Default ranks 5

In battle: Very good stamina

Who can recruit it

A core roster unit for 10 factions, each able to raise it anywhere they hold the right building:

Gerrha · Hadhramaut · Himyar · Lihyan · Minaeans · Nabataea · Palmyra · Qataban · Saba · Thamud

Any faction holding one of the provinces below can field it.

Exactly what a settlement must have, route by route (5)
Building Also requires
Any settlement Garrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built · Requires resource camels or camels supplied factionwide
Indirect Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwide
Direct Rule Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwide
Homeland Garrison Building or Tier 1 Military Industrial Complex
Any settlement Garrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built

Areas of recruitment

Where Arab Camel Archers can be recruited

Zone Provinces
Arab 73
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